Civilizations of Azeroth - Civs (WIP)

Dunabar

Chieftain
Joined
Sep 5, 2014
Messages
55
Location
United States


-=Still under development=-

I've been working on a Warcraft project of my own (Not related to Bamington's or Uruk's works) and currently I'm preparing to begin figuring out how to develop my own custom tech tree. While I do this however, I could use some opinions on my Civs which are on hold till the tech tree is figured out/completed. I've been getting feedback from one of my Steam Workshop group members, but really it's only been one person giving me feedback, and I could really use some more. I don't have art made for any of the Civs just yet, but I do have the "blueprints" down for 12 out of 22 of the Civs I plan to make for the start of the project.

I might be a novice to all of this, but I never back down from a difficult project lol.

I welcome all types of feedback, I only ask that they be constructive :)

-=Project goal=-
1. 22 Warcraft themed Civilizations
2. Custom Tech tree & Eras (213 Techs)
3. Custom Policy tree
4. Custom Ideology Tree
5. Custom Religions, Beliefs, Pantheons, and Reformations.
6. Custom Natural, World, and National Wonders.
7. Fitting themed units for recruitment at all times (IE: No XCOM squads, Modern Armor, and etc etc.)
8. 22 Champion units (maybe more later on)
9. Great Works of art in the form of fan made Warcraft art.
10. Custom resources

-Note: All Civilizations are under re-development for v1.0.

-= Alliance Civilizations in Development =-
Stormwind - Humans
Ironforge - Bronzebeard Dwarves
Gnomeregan - Gnomes
Darnassus - Night Elves
Exodar - Draenei
Gilneas City - Humans/Worgen

-= Horde Civilizations in Development =-
Orgrimmar - Orcs
Echo Isles - Darkspear Trolls
Thunderbluff - Tauren
Undercity - Forsaken
Silvermoon - Blood Elves
Bilgewater Harbor - Goblins

-= Neutral Civilizations in Development =-
Hearthglen - Argent Crusade
Mogu'Shan Palace - Mogu
Heart of Fear - Mantid
Dark Portal - Dragonmaw (Iron Horde)
Icecrown Citadel - Scourge
Utgarde Keep - Vry'kul
Zandalar - Zandalari Trolls
Dire Maul - Gordunni Ogres
Twilight Citadel - Cult of Twilight
Dawn's Blossom - Pandaren

-= Tech Tree (213) =-
Age of Orcs - 1st Era

Spoiler :
Landclaim (Starter)
Agriculture
Boatcraft
Township
Woodworking
Cold Survival
Militarization
Ley-Study
Enlightment
Shipcraft
Riverworks
Clayworks
Pomology
Mining
Cold Mining
Marksmenship
Defense
Magic Pioneering
Spirituality
Devotion
Sea Trade
Land Trade
Herbology
Stoneworks
Stored Food
Sworn Oath
Enchanting
Divine Calling


Age of Suffering- 2nd Era
Spoiler :

Optics
Arts
Masonry
Distillery
Underground Housing
Formation Drills
Fortifications
Mentorship
Spiritual Infusion
Divine Art
Divinery
Higher Learning
Magic Training
Metalwork
Pathing
Construction
Star charts
Coastal work
Markets
Engineering
Irrigation
Military Engineer
Metallurgy
Word of Faith
Chronicals
Manacraft
Alchemy
Siegeworks
Ironsmithing
Land Survey
Steam Power
Improved Hulls


Age of Chaos - 3rd Era

Spoiler :
Architecture
Crop Rotation
Sub-Architecture
Mechanisms
Logistics
Gunpowder
Magistration
Blessed Construct
Heavy Mass
Wharfes
Districts
Housing
Steam Harnessment
Oil Production
Land Domination
Tempered Steel
Mana Infusion
Divine Knowledge
Spiritual Culture
Dockworkers
Off-shore production
Law
Factories
Steel Cylinders
Sellswords
Steel Gears
Expression
Guilds
Stockyards
Worker Union
Officership
Arcane Sanctum
Education
Divine Sanctuary
Honored Dead


Age of Leaders - 4th Era

Spoiler :
Agency
Gathering Guilds
Production Guilds
Circled Fire
Counter Siege
Field Tactics
Blast Powder
Heavy Armaments
Crew Training
Cooking Guild
Citizen Guard
Art of War
Culture Magic
Communion
Banking
Inns
Taverns
Food Shops
Military Grounds
Arcane Cultivation
Spiritual Cultivation
Harbors
Admiralty
Auctioneering
Exotic Trade
Shelters
Military Science
Military Culture
Mana Essence
Power Invigoration


Age of the Betrayer - 5th Era

Spoiler :
Trade Fleets
Trade Convoys
City Housing
City Farms
Deep Mining
Magical Arts
Destructive Research
Collective Research
Guided Masses
Blessed Followers
Heroic Praise
Military Housing
Archaeology
Festive
Agent Network
Fishing Fleets
Coastal Support
City Engineers
Cultural Exchange
Destructive Magic
College


Age of the Crusaders - 6th Era

Spoiler :
Shipyards
Fortified Districts
Peace Summit
Icefishing
Training Field
Military Engineering
Shadow Games
Heavy Armor
Harden Steel
Heavy Siege
Magic Defense
Deep Fishing
Great stocks
Mining Operations
Patriot Monuments
Counter Armaments
Heavy Weapons
Ley-Keepers
Spiritual Rally
Navigation
Trade Mastery
Frost works
Mercenary Camps


Age of Shattering - 7th Era

Spoiler :
Armored Hulls
Sea Domination
Cultural Monuments
Master Agency
Stone Mastery
Forest Mastery
ManaBombs
Royal Stocks
Aerial Factory
Defense Mastery
Safe Holds
Armor Factory


Age of Mists - 8th Era

Spoiler :
Admiral Fleet
Land Cultivation
Sculpting
City Parade
Champion's Calling
Arcane Savants
Defenders of Faith
Great Teachings
Cultural Fervor
Imbued Weaponry
Ancestral History


Age of Iron - 9th Era

Spoiler :
Mastery of Seas
Mastery of Masonry
Mastery of Land
Mastery of Cold
Mastery of War
Mastery of Science
Mastery of Faith
Adv. Construct
Adv. Magic
Arcane Engineering
Arcane Chambers
Arcane Control
Arcane Powering
Arcane Shielding



-= Policy Tree =-

Ingenuity
Spoiler :
Under Development

Artistic
Spoiler :
Under Development

Warfare
Spoiler :
Under Development

Spiritualism
Spoiler :
Under Development

Statecraft
Spoiler :
Under Development

Merchantry
Spoiler :
Under Development

Esotericism
Spoiler :
Under Development

Expedition
Spoiler :
Under Development

Magic
Spoiler :
Under Development


-= Pantheons, Religions, Beliefs, and Reformations =-

Pantheons
Spoiler :
Under Development

Religions
Spoiler :
-Elune
-Holy Light
-Shamanism
-Augest Celestials
-Sky Father
-An'She
-Dragon Worship
-Cult of the Damned
-Arkkorco
-Nath
-Tayutka
-Rukhmar
-Anzu
-The Makers
-Deep Mother
-Loa
-Titans
-Lich King
-Shamanism
-Old Gods
-Earth Mother
-Naaru
-Great Moolah

Beliefs
Spoiler :
Under Development

Reformations
Spoiler :
Under Development


-= Land, Air, and Sea units =-

Land Units
Spoiler :
Exemplar
Model: Great General
:c5faith: Faith cost: Not available at this time.
Traits: Provides a 15% combat bonus to all player-owned land units within 2 tiles.

Air Units
Spoiler :
Under Development

Sea Units
Spoiler :
Under Development


-= National, World, and Natural Wonders =-

Natural Wonders
Spoiler :
Barringer Crater - Dark Portal Crater
Effects: +6 Science

Grand Mesa - Thunder Bluffs
Effects: +4 faith and +2 Happiness

Krakatoa - Mt. Kajaro
Effects: +2 Production and +4 Gold

Old Faithful - Geyser Fields
Effects: +4 Science

Rock of Gibraltar - The Jade Mountains
Effects: +6 Production

Cerro de Potosi - Ahn'Qiraj Mines.
Effects: +4 Production and +2 Happiness

El Dorado - Lost City of Tol'vir
Effects: +4 Happiness and +2 Gold

Fountain of Youth - Sunwell
Effects: +2 Science and Happiness

Mt. Kailash - Neverest
Effects: +2 Happiness and Faith

Mt. Sinai - Blackrock Mountain
Effects: +4 Production and +2 Gold

Sri Pada - Skybreach Pillar
Effects: +6 Culture

King Solomon's Mines - Uldaman
Effects: +4 Culture and +2 Production

Lake Victoria - Waters of Hyjal
Effects: +6 Faith

Mt. Kilimanjaro - Ironforge Mountain
Effects: +3 Production and +3 Gold

World Wonders
Spoiler :
Alhambra - 7th Hold
Production cost:
Adds Culture: 4
Adds Happiness: 6
Adds GPP: 2 to Exemplar
Effects: All military units gain +30% combat effectiveness on continents other than one this wonder is built on.
Requirements: Alliance Ideology and
Writing:

Angkor Wat - Gates of Lordaeron
Production cost:
Adds Culture: 3
Adds Tourism: 2
Adds Happiness: 2
Effects: Reduces the cost of policies by 25%
Requirements: (Insert tech here)
Writing:

Big Ben - Clocktower of Gilneas
Production cost:
Adds Gold: 2
Adds Culture: 4
Adds Tourism: 2
Adds GPP: +2 to Great Merchant (Trade Prince for Goblins)
Effects: All trade routes from other civilizations generates 25% more culture per-trade route
Requirements: (Insert tech here)
Writing:

Borobudur - The Lyceum
Production cost:
Adds Culture: 4
Adds Tourism: 2
Adds Happiness: 4
Adds GPP: +2 to Great Artist
Effects: Additional points from Policy purchase goes into the advancement of a Golden Age.
Requirements: (Insert tech here)
Writing:

Brandenburg Gate - Gates of Ahn'Qiraj
Production cost:
Adds Production: 3
Adds Culture: 2
Adds GPP: +2 to Great Engineer
Effects: Desert tiles generate an additional 3 production and food. City defense increased by 25%
Requirements: Desert Tile and (Insert tech here)
Writing:

Broadway - Darkmoon Faire
Production cost:
Adds Production: 2
Adds Food: 2
Adds Faith: 2
Adds Culture: 2
Adds Science: 2
Adds Tourism: 4
Adds Happiness: 10
Adds GPP: +1 to all Great People
Effects: Trade routes generate 25% additional tourism and adds +3 gold to all worked Inns
Requirements: Festives
Writing:

Chichen Itza - Temple of Hakkar
Production cost:
Adds Food: 4
Adds Faith: 6
Adds Culture: 3
Effects: Military units gain 25% combat effectiveness when fighting enemy units near the city where this wonder was built. Starts a Golden Age.
Requirements: (Insert tech here)
Writing:

CN Tower - Twilight Citadel
Production cost:
Adds Faith: 5
Adds Science: 3
Adds Culture: 2
Adds Happiness: 5
Effects: Generates 15% additional faith based upon the extra Happiness you have.
Requirements: (Insert tech here)
Writing:

Eiffel Tower - The Serpent's Heart
Production cost:
Adds Faith: 3
Adds Culture: 6
Adds Tourism: 4
Adds Happiness: 2
Adds GPP: +2 to Great Engineers
Effects: All buildings generate +1 Happiness depending on where the wonder is built.
Requirements: (Insert tech here)
Writing:

Globe Theater - World's End Tavern
Production cost:
Adds Gold: 3
Adds Tourism: 1
Adds Happiness: 2
Effects: All taverns generate a additional +1 gold and happiness. Provides a free tavern in the city in which the wonder is built.
Requirements: (Insert tech here)
Writing:

Great Firewall - Assassin's League
Production cost:
Adds Gold: 2
Adds Culture: 2
Effects: 80% reduction in enemy spy effectiveness in the city where this wonder is built. All other cities gain a 25% reduction in enemy spy effectiveness.
Requirements: (Insert tech here)
Writing:

Great Mosque of Djenne - Tyr's Monastary
Production cost:
Adds Faith: 5
Adds Culture: 2
Adds Tourism: 2
Adds Happiness: 4
Effects: All military units cost 50% less when purchasing them with faith. Missionaries are 25% stronger when spreading religion to civilizations you're at peace with.
Requirements: Holy City and (Insert tech)
Writing:

Himjei Castle - Tian Monastary
Production cost:
Adds Culture: 6
Adds Tourism: 2
Adds Happiness: 2
Adds GPP: +1 to Great Artist
Effects: All newly produced military units gain 15% exp and the "Balanced Soul" trait, allowing them to traverse rough terrain without movement cost.
Requirements: Heroics Policy and (Insert tech here)
Writing:

Hubble Space Telescope - Ulduar Cosmo Chamber
Production cost:
Adds Science: 8
Adds Culture: 3
Adds Tourism: 2
Adds GPP: +1 to Great Scientist
Effects: Reveals the entire map and all cities generate 25% additional science. A free Great scientist appears outside of the city where this wonder is built.
Requirements: (Insert tech here)
Writing:

Leaning Tower of Pisa - Karazhan
Production cost:
Adds Science: 6
Adds Culture: 3
Adds Tourism: 2
Adds GPP: +2 to Great Scientists
Effects: Heroic Mages and Spellcasters can be purchased for 25% less gold and generate 15 exp. Provides a free Large Mage Tower in the city which this wonder was built in.
Requirements: Esotericism Policy and (Insert tech here)
Writing:

Machu Picchu - Galaywix Pleasure Palace
Production cost:
Adds Gold: 4
Adds Culture: 4
Adds Tourism: 2
Adds Happiness: 4
Adds GPP: +2 to Great Merchants (Trade Prince for Goblins)
Effects: All cultural buildings generate 2 gold and all economic buildings generate 2 culture. Gold per turn increases by 25% during Golden Ages.
Requirements: (Insert tech here)
Writing:

Mausoleum of Halicarnassus - Summoners' Tomb
Production cost:
Adds Production: 4
Adds Faith: 4
Adds Gold: 2
Adds Culture: 2
Effects: Great People are generated 25% faster and have their cost reduced by 15%
Requirements: (Insert tech here)
Writing:

Neuschwanstein - Wintergrasp Keep
Production cost:
Adds Production: 5
Adds Culture: 4
Adds Happiness: 3
Adds GPP: +2 to Exemplars and Admirals
Effects: All Forts and Citadels grant military units an additional 15% defensive bonus. Forts and Citadels are created in half the time and cost 1 less Improvement maitenance.
Requirements: (Insert tech here)
Writing:

Notre Dame - Cathedral of Light
Production cost:
Adds Faith: 5
Adds Culture: 3
Adds Tourism: 2
Adds Happiness: 5
Effects: Missionaries are 25% stronger against civilization's you're at peace with. Healers and Heroic Priest can be purchased with 25% less faith and earn 20 exp.
Requirements: Holy City and (Insert tech here)
Writing:

Parthenon - Pantheon Halls
Production cost:
Adds Culture: 4
Adds Tourism: 4
Adds GPP: +1 to Great Writers, Artists, and Composers.
Effects: All Wonders in the Civilization generate +1 additional Culture and 15% Tourism during Golden Ages.
Requirements: (Insert tech here)
Writing:

Pentagon - The Great Citadel
Production cost:
Adds Production: 8
Adds Gold: 2
Adds Tourism: 2
Adds Happiness: 6
Adds GPP: +2 to Exemplars
Effects: Newly trained Heroic Units gain the trait "People's Champion", allowing them to generate 8 points towards a Golden age when defeating enemy units. Provides a free Marble Walls in the city in which this wonder was built.
Requirements:
Writing:

Petra - Gates of Uldum
Production cost:
Adds Food: 4
Adds Culture: 4
Adds Tourism: 2
Adds Happiness: 4
Adds GPP: +1 to Great Artist
Effects: Desert tiles generate +1 Science and Culture. Cities on desert tiles generate 10% additional culture.
Requirements: Desert tiles and (Insert tech here)
Writing:

Prora - The Lost Tomb
Production cost:
Adds Science 3
Adds Culture: 5
Adds Tourism: 4
Adds GPP: +2 to Great Engineers
Effects: All units gain +2 movement and 20% combat effectiveness in the territory of the civilization in which this wonder was built.
Requirements: Independence Ideology, Ocean tiles, and (Insert tech here)
Writing:

Red Fort - Kor'Kron Hold
Production cost:
Adds Production: 5
Adds Culture: 4
Adds Happiness: 3
Adds GPP: +2 to Exemplars and Admirals
Effects: All military units gain 30 exp and newly trained units earn the "Will of the Horde" trait, granting them 15% reduction to flanking damage.
Requirements: Horde Ideology and (Insert tech here)
Writing:

Sistine Chapel - The Black Temple
Production cost:
Adds Production: 6
Adds Faith: 5
Adds GPP: +1 to Exemplars
Effects: All Military units gain "Blood Friend" trait, increasing combat effectiveness by 10% when next to friendly military units of a civilization with the same religion as you.
Requirements: Holy City and (Insert tech here)
Writing:

Statue of Liberty - Statue of Lothar
Production cost:
Adds Production: 5
Adds Culture: 3
Adds Tourism: 3
Adds Happiness: 5
Adds GPP: +1 to Exemplar
Effects: All military units gain "Fallen Leader" trait for 10 turns when a Heroic unit is defeated by a enemy unit, causing all military units to gain 35% combat effectiveness.
Requirements: Warfare Policy and (Insert tech here)
Writing:

Statue of Zeus - Statue of Anvilmar
Production cost:
Adds Production: 10
Adds Gold: 5
Adds Culture: 3
Adds Tourism: 4
Adds GPP: 2 to Great Engineers
Effects: Mines, Quarries, and Manufactorys generate +3 additional production. Great Engineers cost 50% less faith during Golden Ages.
Requirements: Hill and (Insert tech here)
Writing:

Stonehenge - Throne of Elements
Production cost:
Adds Faith: 8
Adds Culture: 3
Adds Tourism: 4
Adds Happiness: 2
Effects: Religion spreads 5% faster (Max of 20) with each trade route you have with civilizations of another belief. Military units bought with faith gain "Elemental Rush" and gain +2 movement, 10% combat effectiveness, and 10% defense bonus.
Requirements: Spiritualism Policy and (Insert Tech here)
Writing:

Taj Mahal - Ramkahen Palace
Production cost:
Adds Production: 4
Adds Gold: 6
Adds Culture: 4
Effects: All culture buildings generate 2 additional Happiness and Gold during times of peace.
Requirements: (Insert tech here)
Writing:

Temple of Artemis - Temple of Elune
Production cost:
Adds Faith: 5
Adds food: 5
Adds Tourism: 2
Effects: All newly trained non-gunpowder range units gain the "Grace of Elune" trait, granting them +1 movement and +10% combat effectiveness in forests. All grasslands and forest tiles generate +2 culture.
Requirements: Grassland and (Insert tech here)
Writing:

Terracotta Army - Thunder King's Legion
Production cost:
Adds Science: 3
Adds Gold: 2
Adds Culture: 2
Effects: Gain one copy of every land unit.
Requirements: (Insert tech here)
Writing:

The Colossus - Bay Trade Prince
Production cost:
Adds Food: 5
Adds Gold: 6
Adds Culture: 2
Adds Tourism: 2
Adds GPP: +1 to Great Merchants (Trade Prince for Goblins)
Effects: Sea Trade routes generate +3 gold and science for each different civilization you have trade with. Luxury and strategic resources generate 10% additional gold and one Trade Ship is added at the city in which the wonder is built.
Requirements: Coast and (Insert tech here)
Writing:

The Forbidden Palace - Court of Bones
Production cost:
Adds Production: 6
Adds Culture: 5
Effects: +2 Delegates when Peace Summit is established, -10 Unhappiness, and each Diplomat generates 3 gold.
Requirements: Statecraft policy and (Insert tech here)
Writing:

The Great Library - Library of Dalaran
Production cost:
Adds Science: 6
Adds Culture: 3
Adds Tourism: 4
Adds GPP: 1 to Great Scientist
Effects: Research Agreements generate 15% more Science, a free Great Scientist is born in the city where this wonder was built. Adds a free Large Library in the city which this wonder was built.
Requirements: (Insert tech here)
Writing:

The Great Lighthouse - Westfall Light House
Production cost:
Adds Food: 5
Adds Culture: 3
Adds Tourism: 2
Adds Happiness: 2
Adds GPP: +3 to Admiral
Effects: All worked water tiles generate 3 additional food and 1 additional gold. All navel units gain +1 movement.
Requirements: Coastal tile and (Insert tech here)
Writing:

The Great Wall - Greymane Wall
Production cost:
Adds Culture: 4
Adds GPP: 1 to Great Engineers
Effects: Enemy land units must expend 1 extra movement per tile inside your territory. Stone Walls are built in half the time and add 25% more defense to your cities.
Requirements: (Insert tech here)
Writing:

The Hagia Sophia - Hall of Mysteries
Production cost:
Adds Faith:3
Adds Science: 3
Adds GPP: +1 to Great Scientist
Effects: A free great Prophet appears and Great scientist can now be bought with faith.
Requirements: (Insert tech here)
Writing:

The Hanging Gardens - The Botanica Garden
Production cost:
Adds Food: 4
Adds Tourism: 4
Adds Happiness: 6
Adds GPP: +1 Great Artist
Effects: City buildings that generate food gain a additional 1 happiness and a free city garden is provided in the city in which this wonder was built.
Requirements: (Insert tech here)
Writing:

The Kremlin - Sunfury Spire
Production cost:
Adds Science: 4
Adds Faith: 3
Adds Culture: 4
Adds Tourism: 2
Effects: All science buildings generate 1 additional culture. Spellcasters and Healers gain the "Fury Haste" trait, allowing them to attack twice a turn.
Requirements: Artistic Policy and (Insert tech here)
Writing:

The Louvre - Gadgetzan Arena
Production cost:
Adds Gold: 4
Adds Culture: 2
Adds Tourism: 3
Adds Happiness: 3
Effects: 2 Free Exemplars appear near thecity in which this wonder was built in. All melee land units gain additional 15% combat effectiveness when attacking enemy cities.
Requirements: (Insert tech here)
Writing:

The Oracle - The Shaper's Terrace
Production cost:
Adds Production: 5
Adds Science: 3
Adds Gold: 2
Adds GPP: 1 to Great Engineer and Scientist
Effects: Gain a free policy. 15% extra Culture generated during a Golden Age.
Requirements: (Insert tech here)
Writing:

The Porcelain Tower - Tower of the Damned
Production cost:
Adds Production: 3
Adds Science: 5
Adds Gold: 2
Adds GPP: 1 to Great Scientist
Effects: Enemy units suffer 10 damage when adjacent to the city in which this wonder was built. Generates 25% additional science during war.
Requirements: (Insert tech here)
Writing:

The Pyramids - Halls of Origination
Production cost:
Adds Production: 7
Adds Science: 3
Adds Culture: 2
Adds Tourism: 4
Effects: City buildings are constructed 25% faster and 2 free workers appear outside of the city this wonder is built in.
Requirements: Ingenuity Policy and (Insert Tech here)
Writing:

Uffizi - Kezan Great Market
Production cost:
Adds Gold: 6
Adds Culture: 3
Adds Happiness: 2
Adds GPP: 1 to Great Merchant (Trade Prince for Goblins)
Effects: A Great Merchant (Trade Prince Goblins Only) appears outside of the city in which this wonder was built. Trade routes on land increase in gold income by 25% and max trade routes increased by 2
Requirements: Merchantry Policy and (Insert tech here)
Writing:

National Wonders
Spoiler :
Circus Maximus - Darkmoon Faire Camp
Production cost:
Adds Culture: 1
Adds Happiness: 6
Adds GPP: 1 to Great Artist, Musician, and Writers
Effects: One free Great Artist, Musician, and Writer.appears at your city.
Requirements: (Insert tech here)

East India Company - Merchant Port
Adds Gold: 2
Adds GPP: 1 to Admiral
Effects: Trade routes sent to this city generate 3 gold and owners of the trade routes gain 2 gold. Trade routes increased by 3 and a free Trade ship appears in the coastal city.
Requirements: Coastal tile and (Insert tech here)

Hermitage - Orphange
Production cost:
Adds Culture: 1
Adds Happiness: 2
Effects: +50% Culture gained and provides three works of art slots.
Requirements: (Insert tech here)

Heroic Epic - Heroic Monument
Production cost:
Adds Culture: 1
Adds Happiness: 2
Adds GPP: 1 to Exemplar and 4 to Admiral
Effects: Provides 15% greater combat strength to all units produced in this city. Provides one great work slot.
Requirements: (Insert tech here)

Ironworks - Great Smelter
Production cost:
Adds Production: 8
Adds Production 35%
Adds Culture: 1
Effects: A free Great Engineer appears
Requirements: (Insert tech here)

National College - Great College
Production cost:
Adds Science: +4
Adds Scoemce: 45%
Effects: A free Great Scientist appears
Requirements: (Insert tech here)

National Epic - Monument of Glory
Production cost:
Adds Culture: 2
Adds GPP: 4 to Great Musician
Effects: +25% Great People generation in this city
Requirements: (Insert tech here)

National Treasury - Auction House
Production cost:
Adds Gold: 4
Adds Gold: 25%
Adds Happiness: 1
Adds GPP: 1 to Great Merchant (Trade Prince for Goblins)
Effects: A free Great Merchant (Trade Prince for Goblins) appears
Requirements: (Insert tech here)

Oxford University - Royal College
Production cost:
Adds Science: 4
Adds GPP: 1 to Great Scientist
Effects: One free Technology upon completion.
Requirements: (insert tech here)

Musician, Writers', Artists' guilds - Guild of Arts
Production cost:
Adds Culture: 1
Adds GPP: 1 to Great Artists, Writers, and 2 to Musicians
Effects: One Artist, Writer, and Musician specialists slots
Requirements: (Insert Tech here)

National Visitor Center - Great City Inn
Production cost:
Adds Gold: 3
Adds Culture: 2
Adds Tourism: 2
Adds Happiness: 2
Effects: +75% Culture generated from World Wonders, National Wonders, and Culture generating improvements is added to the tourism output of this city. +100% Tourism output from Great Works in thiscity.
Requirements: (Insert tech here)

Grand Temple - Great Temple
Production cost:
Adds Faith: 3
Adds Happiness: 2
Effects:Doubles religious pressure generating from this city.
Requirements: (Insert tech here)


-= Strategic & Luxury Resources =-

Strategic
Spoiler :
Under Development

Luxury
Spoiler :
Under Development


-= Great Works of Art =-

Please note: For certain legal reasons I'm handling this part solo. If you wish to see what pictures of art I will be using, just open the spoiler below, and click the link. It will take you to my workshop group and to the section where the art links are being stored.
Spoiler :


-= City-States =-
Spoiler :
- Eastern Kingdom -
Fuselight - Neutral - Mercantile
Booty Bay - Hostile - Mercantile
Dalaran - Friendly - Cultured
Thorium Point - Neutral - Militaristic
Bogpaddle - Irrational - Maritime
Tol Barad - Hostile - Militaristic
Vermillion Redoubt - Friendly - Cultured

- Kalimdor City States -
Cenarion Hold - Neutral - Militaristic
Cenarion Wildlands - Friendly - Militaristic
Night Haven - Friendly - Cultured
Everlook - Irrational - Mercantile
Blackmaw Hold - Neutral - Religious
Gadetztan - Irrational - Mercantile
Ratchet - Irrational - Mercantile
Caverns of Time - Friendly - Cultured

- Northrend City States -
K3 - Irrational - Maritime
Dalaran - Friendly - Cultured
Wyrmrest Tower - Friendly - Religious
Moa'ki Harbor - Friendly - Maritime
Unu'pe - Friendly - Maritime
Dun Niffelem - Irrational - Militaristic

- Pandaria -
Halfhill - Friendly - Mercantile
Celestial Court - Neutral - Militaristic
White Tiger Temple - Neutral - Cultured
Jade Serpent Temple - Neutral - Religious
Black Ox Temple - Neutral - Cultured
Red Crane Temple - Neutral - Religious
Shado-Pan Monastery - Neutral - Militaristic

- South Seas -
Undermine - Hostile - Mercantile
Kul Tiras - Hostile - Militaristic

- Outland -
Cenarion Refuge - Friendly - Maritime
Cosmowrench - Irrational - Militaristic
Stormspire - Neutral - Mercantile
Shattrath City - Friendly - Cultured


-= Champion Units =-

Spoiler :
Under development
 
Moderator Action: Welcome to Civfanatics! The "New Civilizations" sub-forum is for completed civilizations. All works-in-progress, requests for help/feedback and questions go in the main Creation and Customisation forum. I've moved this thread there.
Please read the forum rules: http://forums.civfanatics.com/showthread.php?t=422889

Terribly sorry, thought it was in the right section. Price of late night posting T_T oof. GG Dunabar
 
Lots of work that you have to do ;)

Is it really needed 22 different Civs? (dont think you will be able to find that many so easy...but im still a fan of War III, long time since I stopped playing WoW so dunno how much changed there hehe )

As soon as you have something post it in CivFanatics, some of us dont like steam :p (I saw in your maps post that you dont have permission for that yet, but I can wait :p )
As soon as you do it ill try to test it and give you some feedback.

Im reading some of your stuff in steam at the moment (move it here pls xD ) and will give you some feedback later (and some ideas too), dont have much time for it today but tomorow ill do it for sure ;)
 
Lots of work that you have to do ;)

Is it really needed 22 different Civs? (dont think you will be able to find that many so easy...but im still a fan of War III, long time since I stopped playing WoW so dunno how much changed there hehe )

As soon as you have something post it in CivFanatics, some of us dont like steam :p (I saw in your maps post that you dont have permission for that yet, but I can wait :p )
As soon as you do it ill try to test it and give you some feedback.

Im reading some of your stuff in steam at the moment (move it here pls xD ) and will give you some feedback later (and some ideas too), dont have much time for it today but tomorow ill do it for sure ;)

Sounds great. Sorry for the long wait in a reply, I got caught up with real life stuff and really been getting pumped over H1Z1.

Na the 22 different Civs isn't really needed, but at the same time I'm pretty confident that I can pull it off. Example are the Seven original Human Kingdoms of Lordaeron, Gilneas (Pre-Cata), Dalaran (Pre-Wrath), Alterac, Stromgarde, Kul Tiras, and Azeroth (now known as Stormwind.) There is plenty of room to work with everything and it's really just a matter of time and effort.

Right now I'm currently doing some re-work before I move everything over here. Once the little re-work I need to do is finished, it will all be moved over here :)

One of the things I'm re-working is the Civilizations and this is because of a suggestion to work on the Tech tree first instead of my original plan. So, pretty much the Civs are all awaiting re-work now lol.
 
Scroll down to the -=v1.0 Progress=- section to skip my small text wall :)

Hello folks, sorry to those that have been wanting to know more of what is going on with Civilization of Azeroth, I've had some busy holiday months with a mixture of family matters ranging from good to bad, but I'm still working on this project, and it is slowly starting to advance into it's v1.0 stage.

Now I'm sure some people may have seen some of my silent updates to the project. These silent updates are a little more for me than they're for everyone (not that I mind people seeing them, wouldn't post them otherwise :D) and that is because I'm posting updated work in two different locations; my steam workshop group and of course here on civ fanatics. When I do silent updates, it's usually because I'm posting something that may or may not be in the project for long, because like any sort of project, things are possible to change, and such. I've had plenty of stuff that sounded good one moment and maybe a week later I had a change of heart, so I don't like to get people's hopes too high up and then suddenly rip them away, or I at least try not to make a habit out of it lol.

Before I go about posting the update, if you see [PAQ], this means "Possibly Asked Question(s)." This just means I'm answering a possible question or questions people may have before they actually ask it. Feel free to post questions if you want, I cannot prepare for every question after all. Also keep in mind that -EVERYTHING- is still possible to change to fit with the situation at hand during development.

Anyways, without further walls of text, here are some of the latest updates/progress made to Civilizations of Azeroth

-=v1.0 Progress=-

#1 Heroic Generals are being replaced as Champion Units.

[PAQ] What is different about Champion units compared to Heroic Generals?
[A] It's actually a very small change when you really break it down to it's core. The Champion Unit will do everything that was intended for the former Heroic Generals, but the key thing is that each Civilization will have it's own Unique Champion Unit. All Champion units are recruited from the same tech, but will be different for every civilization. In a sort of example case of the first two Heroic units in planning right now; the Draenei Vindicator & Pandaren Brewmaster. The Vindicator will be more focused on directly hammering individual units, where the Brewmaster will be better for doing lighter damage to individual units, but gaining defensive bonuses against multiple units.

Now the main reason for this change came in the form of the following (Fans of Warcraft RTS/MMO will automatically see the issue, but I will explain for those that may not be as Warcraft savvy). I didn't want to see the Orc Paladins, Human Shamans, or Pandaren Death Knights. This is mainly because there is no such things in the Warcraft universe (At this time...), and with the way my mod was starting to look at first, this would have been possible. Now I could have resolved this by making only certain classes open to certain civilizations through a unique Hero recruitment building. However, not only would this have taken a lot of time to come up with 22 different hero recruitment buildings, but this brings up another possible issue with people bringing up things like; well here is the reason I this civilization should be able to have them. I honestly just don't want to deal with that stuff.

This could change later on, but for right now I feel this is the best path. I also already got enough on my plate with this project, so I think keeping things slightly simpler while the project still isn't out of Alpha development is the best path.

[PAQ] What will make the typical unique civilization units different from the unique champion units?
[A]Champion units are Generals and your unique units are basically your Elite forces. So you will have your Standard Army (typical recruit able units), your Elite unit(s) (Unique Unit(s), and your Champion unit (General.) Their main difference will be in the stats and maybe their traits depending on the units/wonders and other variables.

if you have question about Champion Units, please feel free to ask.

#2 The Eras and the Tech tree are now finished for the most part.

I'm still in the process of putting all the techs into the SQL of my mod, so while the tech tree isn't finished in that regards, I do know how it's layout will be along with it's costs. Once it's all placed into SQL for my mod, it will be done.

I have the Eras and the Techs posted in the original post. If you see any duplicates, please point them out so I can fix it. I was working rather late into the night, so I may not have noticed that I made a duplicate. More techs might be added, some might be removed, and some may be shifted around, but overall the tech tree is majorly done. My attempt was to make it feel like a Warcraft tree, but in Civilization, and with as little to no information as to how some technology in Warcraft came to be.

Any questions you may have about the tech tree, please feel free to ask.

This next part isn't so much a update as it is letting me show everyone my current goals for the v1.0 of Civilizations of Azeroth.

My current goals for v1.0 of Civilizations of Azeroth are as followed.

Implement the custom tech tree in the mod <-- Almost finished
Figure out Units, Buildings, and Improvements <-- Already got a idea on the units, everything else is still in the air.
Implement the Draenei Civilization <-- Already almost finished actually
Implement the Goblin Civilization <-- Awaiting final redesign.
Implement the Pandaren Civilization <-- Awaiting final redesign.
Implement new Policy tree <-- Awaiting design.
Implement new ideology tree <-- Awaiting design.

There is a lot more to come after these particular things are done, these are just the first things I'm going to focus my attention on.

Questions and feedback are more than welcomed. This is my first project and I'm learning new things each step of the way, so just bare with me.

Hope everyone had Happy Holidays and a happy new year to everyone! :)

Also I will be trying to do a status update every sunday so people know what is going on with the mod. If I don't post it's either something irl came up, or I don't feel enough has progressed that is worthy of mention for a update.
 
Hey Folks, it's sunday and you know what that means!~

[ [ Now before I go into doing my sunday update for my mod. I would like to stop for a moment to give my best wishes to our civ fanatic members who're from France. Know that you, your countrymen, and those that were lost are in my thoughts & prayers. ] ]

Now, this -may- not be the update folks are wanting to hear, but it will be a update all the same on the development of Civilizations of Azeroth.

-=Start of Updates=-

#1 Skeletal design of the Tech tree is finished.
-Currently I'm in the tedious process of inserting all 213 techs into their exact locations in the tech tree and then I'm going to balance out their science cost. Right now I'm going to use a simple formula of increasing science cost by 25% (35% if that tech has a wonder in it) with each branch of tech.

[Example] - Agriculture costs 25 science to discover, the techs following it cost 31 (34 if they have Wonders in them.)

Now I -may- change these costs later on (most likely increase the cost), but for right now this is the current plan.

If you have any questions about the Techs in the mod, please feel free to ask.

#2 Units are almost finished in their blueprint form

Currently I'm still working on how I want naval warfare to handle in this mod. With this said however, most of everything else has been figured out in regards to land, siege, and air units. I mainly wanted to focus on the idea of giving players choices on how they build their army.

Scout units
-Explorers
-Outrider
-Rangers

Range units
-Archers
-Crossbowmen
-Riflemen

Cavalry units
-Light Cavalry
-Shock Cavalry
-Heavy Cavalry

Melee units
-Light Swordsmen
-Swordsmen
-Heavy Swordsmen

-Light Spearmen
-Pikemen
-Heavy Spearmen

-Mariner

Siege units
-Battering Ram
-Siege Tower
-Catapult
-Trebuchet
-Demolisher

Support units
-Healers
-Spellcasters
-Ballistia
-Cannons
-Flak Cannon

Air units
-Bomber
-Biplane
-Zeppelins
-Armored Airship

Mercenary units
-RPGG Team
-Privateers
-Brigands
(More to come possibly)

Now each of these units are still having their stats balanced out except the range units, so for now I will use the range units as a example of how some of these options will come into play.

Archers will be your longest reaching Range unit. It can attack targets up to four hexes away and for a combat effectiveness of 10. It's the cheapest of all the range units, but is also the weakest of them.

Crossbowmen will be your balance of range and damage of the range units. It can attack targets up to three hexes away and for a combat effectiveness of 16. It's slightly more expensive than the Archers, but it's stronger than them if they get in range.

Riflemen will be your strongest damage dealing force of the range units. It can deal out a combat effectiveness of 24 damage, but only within a range of 2 hexes away. It's the strongest range unit compared to the Archers & Crossbowmen, but it's raw damage is overshadowed by a shorter reach and a much more expensive upkeep cost.

So if there is anything to take from this little display of how units will act in the game. It's that your military design will come in one of three primary shapes; Large & Cheap, Balanced & Cost Effective, Small & Expensive. Of course you can also have a inbetween variable of the three, but the idea is to give players options without making the military gameplay feel like a large game of "Spam these units".

If you have any questions about the Units in the mod, please feel free to ask.

#3 Themed City-States are almost entirely finished


This was actually a very easy and quick to accomplish section of the mod. It's still not entirely done and this is because I'm looking to see if there are any other places in the Warcraft universe that I can make into a City-State but I call this finished. But because this was so easy to do, I figured I would get this work out of the way during the times I needed a break from the tedious process of putting the tech tree in SQL.

Here is a list of all the current City-States. (Note: Some are possible to become part of a future playable Civilization.)

-=Eastern Kingdom City-States=-
Fuselight
Booty Bay
Thorium Point
Bogpaddle
Tol Barad
Vermillion Redoubt

-=Kalimdor City States=-
Cenarion Hold
Cenarion Wildlands
Night Haven
Everlook
Blackmaw Hold
Gadetztan
Ratchet
Caverns of Time

-=Northrend City States=-
K3
Dalaran
Wyrmrest Tower
Moa'ki Harbor
Unu'pe
Dun Niffelem

-=Pandaria City States=-
Halfhill
Celestial Court
White Tiger Temple
Jade Serpent Temple
Black Ox Temple
Red Crane Temple
Shado-Pan Monastery

-=South Seas City-States=-
Undermine
Boralus

-=Outland City States=-
Cenarion Refuge
Cosmowrench
Stormspire
Shattrath City

-=Draenor City States=-
(Still under development)

If you have any questions about City-States, please feel free to ask.

#4 Snow Buildings.

Currently City Buildings, Improvements, and the likes are still being figured out. But what I can say so far about them, is that there will be buildings dedicated to those Civilizations that will start out in regions where snow is very dominate, or at least has a large presence. Obviously snow is rather useless, but to make up for this lack of use. I will be designing buildings that can give civilizations like the Dwarves, Gnomes, and Scourge a chance to thrive in their snowy regions. However, these particular city buildings will not only require their cities to be in a place where snow is present, but will probably also require mountains and will have to be researched in the tech tree from a dedicated chain of techs starting from "Cold Survival."

There will be other balances taking place, like being unable to have certain buildings in a city if these snow dedicated city buildings str already in it. But, this is also still part of the development plan still being figured out.

If you have any questions about City buildings and Land Improvements, please feel free to ask.

-=End of Update=-

That is the end of the Update folks. I like to thank you if you read through my entire update post, I'm still growing use to all of this mod work and I'm growing more comfortable with everything I'm doing so far.

Special thanks to Gilgamesch and Framedarchitecture who have been extremely helpful in my cause by putting up with my inexperienced questions lol. Also a special thanks to Pazyryk who has allowed people to see his/her Ea SQL Tech tree. Without his/her open posting to allow people to see their SQL tech tree format, I most likely wouldn't even be half way to finishing the tech tree for Civilizations of Azeroth.

Next week I hope to bring everyone the final designs for the Draenei, Goblin, and Pandaren Civilizations. This way people can post their feedback on the civilizations as I move closer to releasing the Alpha version of my mod.
 
Hey Folks. Sorry for those that have been wondering what has been going on with this project. A family member of mine had recently injured their leg, so I've been busy helping them out for the last month and haven't had time to really dedicate to the mod. However, my family member is doing better now and is able to move around so I should have some more me time here in the next day or so.

Now I know this isn't the typical 'Sunday' update that I planned for. But, because I've been so busy taking care of family and haven't had time to dedicate to the mod. I will at the very least allow people to see the finalized blueprint for three of our starting civilizations that will be first playable in Civilizations of Azeroth. There is more I can show for these civilizations, but for the sake of the update I will explain my plans for them rather than making you do the guess work.


-=Update Start=-


-=The Civilization of The Draenei=-
Leader: Velen
Theme: European
Capital City: The Exodar
Colors: Purplish-Pink / Bronze
Trait: (Gift of the Naaru)
Unique Unit: Anchorite
Unique Building: Shrine of the Naaru
Unique Building: Vault of Lights
Champion unit: Vindicator

-=Gift of the Naaru=-
All non-armored land units heal for 10 after each turn and earn 4 :c5faith: faith with each enemy they kill. +2 :c5science: science to all religious buildings and all newly founded cities start with a Shrine of the Naaru.


The Draenei are by far the hardest I've currently had to figure out a plan for and this is because the Draenei are actually far more advance than most other Civilizations. So to try and balance them, early on in the game they will be more advanced than most other civilizations in terms of Faith, Science, and Military unit durability. However, as stronger units begin to take the field later on, the Draenei will start to lose some of that durability they have because they're not able to heal as much of the damage as they were early on. This loss of individual durability will be made up by supportive help from the Anchorite, a unique replacement for the Healer Unit.

The Anchorite's stats are still being figured out. But, this unique healer for the Draenei will have stronger healing ability than other healer units, as well it will also give defensive bonuses to all friendly units. However, the Anchorite will cost more faith than the normal Healer. This increased cost though should be a little easier to deal with the Shrine of the Naaru

The Shrine of the Naaru while being your first unique building in game, it will also be your first major expense to deal. Costing slightly higher than a Spirit Ground that it replaces, it does at least give you a early boost in both :c5faith: Faith and :c5science: science. As time progresses and you're able to pay for the more expensive Draenei lifestyle, you will find yourself developing a unique city district later on.

The Vault of Lights replaces the Religious District. Giving Draenei players a boost in :c5happy: Happiness, :c5faith: Faith, and :c5science: Science while still giving the benefits of 'Increased production when constructing Religious buildings' as that of the Religious District it replaces. But every Civilization has a Champion ready to stand up for them in those dark times.

The Vindicator is such a Champion. On the Frontlines of War the Vindicator is formidable like any Champion unit. However, it shines the brightest when defending a Holy City. A single Vindicator is dangerous enough to deal with when attacking a Holy City. But multiple Vindicators may demand very 'destructive' measures to beat them. These Vindicators will also inspire those around them, increasing their combat effectiveness during combat. But for every Champion there is a Leader.

Velen himself is a rather peaceful leader, but more than willing to fight if you attack his Civilization, friends, or those under his protection. Though he is rather open with his intent, he is very likely to never take betrayal or aggression lightly. This means Velen will try more for peaceful victory types such as Science, Culture, and World Leader. Domination while possible in the right hands, is very unlikely to be the goal of Velen himself.

If you have any questions about the Draenei civilization, please feel free to ask.

-=The Civilization of the Bilgewater Goblins=-

-=Goblin Civilization=-
Leader: Jastor Gallywix
Theme: Africa
Capital City: Bilgewater Harbor
Colors: Brownish Orange and Black
Trait: (Time is Money)
Unique unit: Buccaneers
Unique unit: Rocket Sapper
Unique building: Bank of Kezan
Champion unit: GS Commando

-=Time is money=-
Starts with the Shipcraft tech. Recieve +3 :c5gold: Gold from each Trade Route. Oil tiles produce +3 :c5science: science and +2 :c5happy: Happiness.


So the Goblins are one of our major trade powers that will be in the mod and while originally we planned for them to play sort of like Venice. We had a last moment change in planning, resulting in changing the Bilgewater Goblins into another colonizing style civilization. However, this changes also makes them one of the most, if not the single greatest civilization for dealing with heavy armored units. That changes comes in their Rocket Sappers.

Rocket Sappers are basically the guided rocket that does extra damage to armored units, making it the Goblin's armor buster unit. This fits the Goblins perfectly because of their love for explosives and all things BOOM! However, the battle for supreme trader is not always on land and sometimes needs to be taken to the sea...

The Buccaneers are the Goblin's mid-game answer to raiding fleets of the high seas and raiding coastal cities. They generate higher sums of :c5gold: gold for everything they raid, making them your ideal unit for better bringing fortune to your civilization. However, with fortune in mind..

The Bank of Kezan will be a major part in supporting your empire's economic demands. Not only will the bank of Kezan improve your :c5gold: gold per-turn generation, but also the gold output of your settlements, generate a higher amount of :c5greatperson: points towards a Great Merchant, but also it will increase your max trade routes by two. However, to keep such a bank operating takes money as well, so while you're getting more for your 'buck' sort of speak. You're also having to put some money down to maintain it and it requires more workers than the usual banks. But when people don't give you what you want, it's time for a little hired muscle...

The G.S (Gob Squad) Commando is the Bilgewater's answer to your economic stresses. This Commando is slightly weaker than a normal Champion unit. However, with it's ability to attack twice per-turn, generate:c5gold: gold from kills, increased :c5strength: combat effectiveness against armored units, and one of the fastest Champion units around. It's no surprise that the term 'strength isn't everything' fits perfectly well to the GS Commando and to think, it only costs 1, 250 :c5gold: gold to field one of these skilled fellas. But, there is a boss behind each Commando...

Gallywix himself is a very greedy leader. He wants gold, he wants power, and he wants it yesterday. He isn't afraid to use muscle when the time calls for it and he isn't afraid to make other 'lesser civilizations' to serve his cause. He will bribe, cheat, and steal his way to a World Leader victory, shock you with Goblin technological advancement, or just hire enough muscle to beat you into submission. His culture is about making money and if it must come out of your hide, he will happily take it from you. Don't expect Gallywix to be open with you in his intentions, as anything he claims to benefit both you & him, is really just going to benefit him.

If you have any questions about the Bilgewater Goblin civilization, please feel free to ask.

-=The Civilization of the Pandaren=-

-=Pandaren Civilization=-
Leader: Shao-Hao
Theme: Asia
Capital City: Dawn's Blossom
Colors: White and Black
Trait: Pandaria Dynasty
Unique Improvement: Terrace Farm
Unique Building: Lorewalker Chambers
Unique unit: Lorewalker
Champion Unit: Monk

-=Pandaria Dynasty=-
+2 additional :c5culture: Culture for every allied City-State and all Cultural Buildings. +35 :c5unhappy: Unhappiness when declaring :c5war: war on a Civilization on a different continent than you.


Only one word needs to be used to describe the Pandaren and that word is 'Harmony.' The Pandaren are a much more peaceful civilization, choosing to prosper in culture rather than warfare, advancement in science over vast power, and peaceful trade over hostile take over. Pandaren rather live peacefully tilling their lands and in such a case..

The Terrace farm is the Pandaren answer to both :c5food: food, :c5happy: happiness, and shows more of that peaceful :c5culture: culture of the Pandaren people. They work hard to support their families and their community. The rich, bountiful lands of Pandaria ensure that these farms will help build up a mighty empire through the hands of hard labor. However, when tilling the land isn't enough...

The Lorewalker Chamber will help spread their cultural :tourism: influence of their people to all who visit their lands and guide the masses of the civilization down paths that may lead to new inventions in life through :c5science: science or improve life in their :c5culture: culture. When darkness falls over the empire and answers need to be found...

The Lorewalkers will explore the world for ancient knowledge to help find the answers their people need to solve issues. Lorewalkers travel farther, faster, and are masters of exploring ancient ruins. They're able to find exactly what they're looking for and what their people need. But when that need requires to defend ones home...

The Monk answers with years of discipline and training to protect their homes. Monks are among the fastest of the Champion units, they gain defense bonuses when fighting multiple attackers, and are able to be produced more frequently than most other Champion units. However, one has stood above the rest when it comes to hardship and discipline...

Shao-Hao is a peaceful leader, but a fierce defender of those considered friends & allies of the Pandaren people. He will seek to spread the way of the Pandaren people and lead the world to harmony if he has his way. Shao-Hao doesn't hide his goals, he seeks peaceful resolve over further conflict, but isn't afraid to fight when the time calls for it. So he is likely to seek Cultural, World Leader, or Scientific victory over Domination.

If you have any questions about the Pandaren civilization, please feel free to ask.

-=End of Update=-

As of today (2/10/2015) when I finish the edit work on this long awaited update. I've gotten back to work on the mod and currently I'm working on getting the Draenei civilization to come up when you load up the mod, as well as the tech tree. Once these two things are accomplished, everything else should start to fall into place quicker.

Next update will reveal three more finalized blueprint plans for the next three civilizations to be added after the Draenei, Goblins, and Pandaren. These next three races will be the Bronzebeard Dwarves, Blood Elves, and Vry'kul.

But it's time to get back to work on the mod!
 
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